Amatur needs some inspiration

I’m seeing a lot of good advice above already, but I’d like to repeat some of it and add some:

  1. Use placecholder art. Get the mechanics, interaction and feel of the game working first. Here is a prototype for a game I’m currently working on. Its all generated, downloaded, or hand drawn (via Paint Shop). It is just enough to get the point across. Generated tiles for a floor, hand-drawn dude, and a blade image I downloaded. I really care more about getting the input and movement right.

http://www.youtube.com/watch?v=8iRWHDyiCOc

  1. Use free clip art. There are lots of great sources on the web. Just choose a topic and search for “topic free clipart” or “topic free tileset” or “topic free images”. Be creative. Then, when you find something, and before you fall in love with it, read the license. Is it free to use for any work or is it non-commercial/personal only? Also, the simpler the better. Don’t fall in love with a piece of art and find yourself unable to find ‘matching’ art for it. Simple art is easier to match to other art.

  2. Do everything in greyscale when you start, unless it makes sense to use color. For example, the game frame I’ve put together as part of SSKCorona is (almost) all grey and ugly. Why? Because it screams, “I’m a prototype”. This takes pressure off you when you show it off and lets you focus on the important stuff mechanics, interaction, and feel. Take care of look last if you can.

http://www.youtube.com/watch?v=SYW2uoWxAWY

  1. As to what game types to start with? Start with board game, card games, and other games with mechanics that you can understand easily as well as art you can produce or find easily. My first iOS game was a board game and used about 5 colors:
    https://itunes.apple.com/us/app/something-blue/id422793655?mt=8

My second game was a boggle-like game. It used more complicated art, but not much. It included free clipart, free music (incompetech) and sound fx by yours truly made with sfxr.
https://play.google.com/store/apps/details?id=com.roaminggamer.superwordy

My current game is a slots machine game and I’m mixing free clip art with hand-made machine faces and buttons generated by a web-based button generator.
(No pics for now)

  1. You don’t have to be an artist to make games. I’m not saying art isn’t important, but I believe that if you’re a technical minded person you should worry about that side of things first, then find an artist or follow the advice you’ve seen in this thread.

Cheers and best of luck to you. Just remember, you can do it.

-Ed

PS - Never forget. When you use free resources, properly attribute them and follow the licenses. Nobody likes legal troubles.

PPS - I don’t want to downplay the importance of art. It the first thing most folks notice when they look at a game, and it can give you a personal boost when developing a game to have something pretty or cool looking, but at the same time it can be a total time-sink and blocker. So be careful. [import]uid: 110228 topic_id: 33384 reply_id: 133025[/import]

Try www.vectorstock.com. Images are generally no more than a dollar each and just browsing round the available graphics could give you an idea. You could even grab the watermarked low quality version to work with while you decide whether an idea is viable and replace with the high-quality version later. [import]uid: 93133 topic_id: 33384 reply_id: 133055[/import]

@nick_sherman
nice site
but how is the license for the images ?
the site looks a lot like shutterstock.com and last time i checked they have a lot of extra fees if you are going to use it in a app

[import]uid: 147488 topic_id: 33384 reply_id: 133184[/import]

@emaurina -
Thank you!
Very helpful and informative.
My tank game is still my #1 priority, but I’ll definitely look at some of the children’s apps that are out there.
I’ve started doing just that, using some mediocre art so I can work on the mechanics. The UI for my tank game isn’t that complex, as I am trying to keep it as simple as possible, and really the only complex part will be designing the multitude of levels.

How 'bout a Minesweeper clone? Unless there are some deceptively complex features to that game, it seems like it would not be too difficult to make.

I have a friend who is an *Excellent Painter/Sketch-artist, and I was curious if it is common for people to use ‘hand-drawn’ art in their apps?

-Saer [import]uid: 148623 topic_id: 33384 reply_id: 133395[/import]

@emaurina -
Thank you!
Very helpful and informative.
My tank game is still my #1 priority, but I’ll definitely look at some of the children’s apps that are out there.
I’ve started doing just that, using some mediocre art so I can work on the mechanics. The UI for my tank game isn’t that complex, as I am trying to keep it as simple as possible, and really the only complex part will be designing the multitude of levels.

How 'bout a Minesweeper clone? Unless there are some deceptively complex features to that game, it seems like it would not be too difficult to make.

I have a friend who is an *Excellent Painter/Sketch-artist, and I was curious if it is common for people to use ‘hand-drawn’ art in their apps?

-Saer [import]uid: 148623 topic_id: 33384 reply_id: 133395[/import]